mercoledì 20 novembre 2019

Glor, the Golden Mountain

Glor is a tank: an Oread born in an elven family, the color of his hair reflects that of the metal he likes the most. He is a champion of the Miner God, a warrior, and a carrier of havoc and mayhem wherever he goes, feared by every emissary of Law and Evil.
He is also my nephew and this is the character I made for him.
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Glor, the Golden Mountain
Oread cleric (Crusader) 1/hierophant 1
CN Medium outsider (native)
Init +1; Senses darkvision 60 ft., Perception +3
Aura aura of chaos

AC 15, touch 10, flat-footed 15 (+5 armor)
hp 14 (1d8+2+4)
Fort +4, Ref +0, Will +5; +1 trait bonus vs. mind-affecting effects
Defensive Abilities hard to kill, stone in the blood; Resist acid 5

Speed 20 ft.
Melee greatsword +5 (2d6+3, 19-20)
Special Attacks channel positive energy 4/day (1d6, DC 11), ferocious strike 6/day (+1 damage), mythic power 5/day, surge +1d6, treacherous earth
Cleric Spells Prepared (CL 1st; concentration +4)
1st Level- divine favor, enlarge personD (DC 14)
0-Level- guidance, vigor
Domain Strength/Ferocity

Str 16, Dex 10, Con 14, Int 10, Wis 16, Cha 12
Base Atk +0; CMB +3; CMD 13
Traits Stoic Dignity, Veteran of Battle
Feats Elemental Channel, Weapon FocusM* (greatsword)
Skills Knowledge (religion) +4, Sense Motive +7
Languages Common, Terran
Special Abilities divine patron, inspired spell
Gear cleric’s kit (16 gp), greatsword (50 gp), hex nail (20 gp), scale mail (50 gp), 4 gp

domenica 17 novembre 2019

Loribel, the Forest Maiden

Let’s resume the normal programs with this cute little character that I made for my niece. I’ll present it when she will come next time to play with my kids.
The Grace spirit for shamans comes from Necromancers of the Northwest’s Archetypes of Intrigue, Vol. II - Gentry. The Spirit Speaker archetype comes from Lords of the Leaves - Elven Archetypes. The Bound mythic path is from Legendary Games.
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Loribel, the Forest Maiden
Elf shaman (Spirit Speaker) 1/bound 1
NG Medium humanoid (elf)
Init +4; Senses low-light vision, Perception +11

AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 11 (1d8+3)
Fort +0, Ref +2, Will +5. +2 racial bonus vs. enchantment spells and effects.
Defensive Abilities hard to kill; Immune sleep

Speed 30 ft.
Melee rapier +2 (1d6+2, 18-20)
Ranged shortbow +2 (1d6, x3)
Special Attacks charming touch 5/day (DC 14), mythic power 5/day, surge +1d6
Shaman Spells Prepared (CL 1st, concentration +4)
1st Level- calm animals (DC 14), charm personS (DC 14), detect evil
0-Level- dancing lights, daze (DC 13), know direction
S spirit magic; Spirit Grace

Str 10, Dex 14, Con 10, Int 13, Wis 16, Cha 14
Base Atk +0; CMB +0; CMD 12
Traits Totemist, Warrior of Old
Feats Alertness*, Weapon FinesseM
Skills Diplomacy +6, Heal +7, Knowledge (Nature) +5, Perception +11, Survival +7
Languages Common, Elven, Sylvan
SQ elven magic, mythic spiritualist, spirit animal (cat), spirit magic, step between
Gear padded armor (5 gp), rapier (20 gp), shaman’s kit (15 gp), shortbow (30 gp) with 20 arrows (1 gp) and 2 pheromone arrows (30 gp), 5 gp

Biscuit, Cat Spirit Animal (Sage)
N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +5
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 5
Fort +1, Ref +4, Will +3
Defensive Abilities improved evasion
Speed 30 ft.
Melee 2 claws +4 (1d2–4), bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 9
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth
SQ dazzling intellect, empathic link, sage’s knowledge, share spells
Special Abilities

Familiar The master of a cat familiar gains a +3 bonus on Stealth checks.

sabato 16 novembre 2019

Owen Stephens’ 52 in 52 project is in preorder!

I owe much to Owen KC Stephens. He gave me my first paid job in the RPG industry, introduced me to many publishers and editors who also are splendid persons, and is a splendid person -and a great author- himself.
Now Owen is launching a new project with his own publishing house, Rogue Genius Games: the 52 in 52 project.
To tell it shortly: it is the promise to create one product a week for all 2020, each in 4 different versions -for Pathfinder 1E, Pathfinder 2E, Starfinder, and D&D 5E- and all written by him. That’s a big bunch of stuff- and you may be certain it will be great stuff! And only the buyers who preorder it will be able to have it in 2020. The books will become available to the public one year later, in 2021.
The entire bundle is in preorder now on the Open Gaming Store, and till the end of the year, you can catch it for a very low price that includes also a special gift- a mega-bundle with more than 500 products from Rogue Genius and Everyman Publishing, written and/or edited by Owen. Some of these have material made by me too... Well, I preordered it however (and I sure hope that this thing plus a bit of shameless advertisement could convince Owen to let me write some of these amazing books! ;)
So tell him I sent you and go preorder the stuff! You won’t be sorry!

mercoledì 13 novembre 2019

The Whirling Seer (Dancer Bard)

This should be the last of my conversions from Cyborg 009 to Spheres of Power... of course, I plan to convert these characters to vanilla Pathfinder 1E, Pathfinder 2E, the Age system and others, in future!
The last one is the one and only Steel Flower, the lovely and strong Cyborg 003!
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

The Whirling Seer (Dancer Bard)
Aasimar bard 1 (Dervish Dancer, Sphere Bard)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft., Perception +6

AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +4
Resist acid 5, cold 5, electricity 5

Speed 30 ft.
Melee kukri +0 (1d4, 18-20)
Ranged light crossbow +3 (1d8, 19-20)
Special Attacks battle dance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1)

Caster Level 1; MSB +1, MSD 12, Concentration +4
Tradition Ballerina (Drawbacks: Skilled Casting [Perform/Dance], Somatic Casting x2); CAM Cha
Spell Points 5
Divination Sphere - DC 14; Duration Divine (Concentration), Sense (1 Hour); Range Medium (110 ft); Talents Widen Sight; Drawbacks Limited Divination
- Sense (Read Magic)
- Widen Sight
Fallen Fey Sphere - DC 13; Duration 1 minute/level; Range none; Talents none; Drawbacks none
- Fey-Link
- Fey Blessing (nature-connection [forest])

Str 10, Dex 16, Con 12, Int 13, Wis 14, Cha 16
Base Atk +0; CMB +0; CMD +13
Traits Ear for Music, Good Influence
Feats Sphere Focus (Divination)
Skills Acrobatics +9, Diplomacy +9, Heal +3, Knowledge (local) +5/+7, Perception +6, Perform (dance) +10, Stealth +7. Racial Bonuses +2 Acrobatics
Languages Celestial, Common, Elven
SQ fleet (10 ft.)
Gear bard’s kit (41 gp), kukri (8 gp), light crossbow (35 gp) with 10 darts (1 gp), liquid life (20 gp)

Special Abilities

Bardic Performance A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Battle Dance A dervish dancer is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except the dervish dancer only affects himself, and does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Battle dancing benefits apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities.
Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish dancer to stop the previous performance and start the new one as a move action. Like a bard, a dervish dancer’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish dancer cannot perform more than one battle dance at a time. At 10th level, a dervish dancer can start a battle dance as a swift action instead of a move action.
Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances, but these only provide benefit to the dervish dancer himself.

Divination Sphere You can predict the future and gain information not available to the usual 5 senses.

Limited Divination Choose either sense or divine. You cannot use this ability, nor take talents which augment this ability.

Divination: Sense As a standard action, you may grant yourself paranormal senses for 1 hour/level. When you gain the Divination sphere, you gain the following sense.

Divination: Read Magic (Sense) You may spend a spell point to gain a sense that allows you to decipher all magical writings, such as those found in books, scrolls, on weapons, or in other places intelligible to you. This does not invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once you have read a magical inscription through this ability, you are thereafter able to read that particular writing even without this sense. You can read at the rate of one page (250 words) per minute. You can identify glyphs, runes, and symbol spells with a Spellcraft check (DC 10 + 1/2 caster level).
Some talents are marked (sense). These talents grant you additional senses you may bestow upon yourself. There is no limit to the number of different senses you may have active at a time.

Divination: Widen Sight You may increase the range of any sense abilities from a static number such as 30 ft to a range of close (25 ft + 5 ft per 2 CL).

Fallen Fey Sphere

Fallen Fey: Fey-Link As a swift action, you may change your creature type to fey for 1 minute per caster level. You are treated as a fey and no longer count as your previous creature type for all purposes including spells, magic items, etc. You still possess any subtypes you previously possessed (thus, an elf using this ability would change from a humanoid with the elf subtype to a fey with the elf subtype).
Whenever fey-link is active, you may spend 1 spell point as a free action to gain the benefits of a fey-blessing until the end of the fey-link. There are no limit to the number of fey-blessings you may have active at a time, but each one must be activated separately, and all only endure until the end of the fey-link. Renewing a fey-link does not increase the duration of a fey-blessing, and ends all fey-blessings you currently possess.
When you gain the Fallen Fey sphere, you gain the following fey-blessing:

Fallen Fey: Nature-Connection (fey-blessing) You gain a +1 bonus on initiative checks and Knowledge (geography), Survival, Stealth, and Perception skill checks made within one terrain of your choice (chosen when this fey-blessing is cast). This bonus increases by +1 for every 5 caster levels you possess. Consult the ranger list of favored terrains to see potential terrain types. You may gain this fey-blessing multiple times, gaining this bonus in a different terrain each time.

Magic talents marked as (fey-blessing) grant additional fey-blessings.

Fleet (Su) While performing a battle dance, a dervish dancer gains a +10 enhancement bonus to his land speed. This bonus increases by 5 feet for every four bard levels gained after 1st level, to a maximum of +30 feet at 17th level.
This ability replaces bardic knowledge and lore master.

Skilled Casting You must create your magic through singing, drawing, or some other activity. Your magic is tied to a particular Perform, Profession, or Craft skill (although with GM permission another skill may be substituted). You must succeed at a skill check to use any sphere ability. The DC of this skill check is 15 + the ability’s caster level. For every 2 points by which this skill check falls short of this DC, the ability manifests at -1 caster level. If this reduces the ability to a caster level below 0, the manifested ability fails and any spell points used are lost.
A caster with Skilled Casting must be able to perform their skill to use their magic, which is similar to but not the same as possessing other drawbacks. For example, a caster who must draw to create magic must have at least one hand free, although unless he also possesses Somatic Casting he may do so while wearing heavy armor without a chance of arcane spell failure. Likewise, a caster who uses music to create magic must be able to speak, but unless he also possesses Verbal Casting he can do so quietly and not break stealth.

Somatic Casting You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.

The Whirling Seer is built with a 20-point buy and 105 gp starting wealth. Favored Class Bonus is +⅙ level higher when determining the effects of one performance. If using a lower point buy, you can lower Strength and Constitution. If using a higher point buy (or rolling really well), your most important attributes are Charisma and Dexterity. Charisma is your casting statistic and affects the save DCs of all your magic and martial talents and your spell pool; Dexterity makes you a great finesse warrior, increases your initiative and bolsters your Reflex save. Intelligence and Wisdom are important too, to have better knowledge and understanding of the world, and to better resist mental control and charm.

How to Play a Whirling Seer
Trained to create beauty, you didn’t see yourself as an adventurer, but circumstances forced you to that life. Your priority now is support your allies and try to overcome enemies without having to kill. You would happily put yourself between dangers and those you love, and are stubborn in your defense of life against all odds.

Future Abilities
Magic Talents Battlefield Sense, Beckoning Call, Detect Scrying, Expansive Vision (x2), Fey Beauty, Foreshadow, Ghost Sight, Prescience, See Hazard, Sense Magic, Sniper’s Eye, True Seeing, True Sight, Unobscured Vision
Feats Diva Style, Extra Combat Talent x3 (Dancer Training, Finesse Training x2), Practiced Seer, Precogniscient Protection, Precogniscient Resistance, Precogniscient Smite, Skill Focus (Perception)
Your weapon and armor of choice are dancing scarves, as soon as you can afford them.

domenica 10 novembre 2019

New Spheres of Power casting tradition: Ballerina

This new casting tradition for the Spheres of Power system will be used with my next build. Guess who I’m going to stat this time?

Casting Tradition: Ballerina
A ballerina is similar to a bard, but just uses her charming moves and sway to cast spells.
Drawbacks: Skilled Casting [Perform/Dance], Somatic Casting x2.
Boons: none.

sabato 9 novembre 2019

The Dreaming Master (Narcoleptic Psychic)

I am completing once and for all my collection of conversions from Cyborg 009 to the Spheres system. And here is one of the most hard ones (mainly for his age), the psychic baby genius and team leader, 001.
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

The Dreaming Master (Narcoleptic Psychic)
Child reborn samsaran psychic (Ascendant Mind) 1
N Small humanoid (samsaran)
Init +2; Senses low-light vision, Perception +2

AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 5 (1d6-1)
Fort -1, Ref +2, Will +4
Weaknesses aura transparency

Speed 20 ft.
Melee sickle +0 (1d4-1)
Ranged psionic blast +3 (1d8 nonlethal)
Special Attacks bludgeon +4
Psychic Magic (Sp) (CL 1st; concentration +4) 5 PE— burst of insight (1 PE), detect psychic significance (0 PE), object reading (2 PE), psychic reading (1 PE)

Caster Level 1; MSB +1; MSD 12; Concentration +4
Tradition Dream Casting (Drawbacks: Focus Casting, Magical Signs, Narcoleptic Casting; Boons: Overcharge); CAM Int
Spell Points 5
Mind Sphere - DC 13; Duration None; Range Close (25 ft); Talents none; Drawbacks none
- Suggestion (Lesser, Greater)
Telekinesis Sphere - DC 13; Duration 1 round, Concentration; Range Close (25 ft); Talents none; Drawbacks none
- Sustained Force
- Hostile Lift
- Bludgeon
- Catch
Warp Sphere - DC 13; Duration none; Range Close (25 ft.); Talents none; Drawbacks none
- Bend Space
- Teleport

Str 8, Dex 15, Con 8, Int 16, Wis 14, Cha 14
Base Atk +0; CMB -2; CMD 10
Traits Old Soul, Waking Dreamer; Drawbacks Tainted Spirit
Feats Psychic Virtuoso*, Third Eye
Skills Intimidate +6, Knowledge (planes) +7, Knowledge (religion) +7, Sense Motive +6, Spellcraft +7
Languages Celestial, Common, Ignan, Infernal, Samsaran
SQ discipline powers (illuminating answers [2 points], mnemonic cache [10 pages, 30 minutes]), phrenic pool (2 points), phrenic techniques (autohypnosis, psionic blast, thought shield), psychic discipline (lore), psychic learning
Gear meditation tea (30 gp), psychic’s kit (35 gp), sickle (6 gp)

Special Abilities

Aura Transparency: A reborn samsaran has difficulty hiding his psychic signatures. The DC of any skill check made to read his aura decreases by 5, and the check takes one-tenth as long as normal to perform.

Focus Casting Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + ½ the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead.

Magical Signs Your magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.

Mind Sphere You gain the ability to alter the minds of others, causing them to act as you see fit. All mind sphere abilities are Enchantment (compulsion) mind-affecting abilities.
Note: Some Mind sphere abilities allow the caster to make a request of the target creature and have different effects depending on the particular request made. While the final decision on what request falls into what category is up to the GM, the examples in Table: Example Requests are a shorthand for players and GMs hoping to quickly determine what an enchanted creature might or might not be asked to do.

Table: Example Requests
Creature    Very Simple Request    Basic Request    Would not normally do    Against the creature's nature
Paladin    Provide healing to an injured person    Protect the innocent from danger, hunt a monster in the area    Ignore minor criminal activity, hide a creature of dubious guilt    Attack teammates, slaughter the innocent, renounce her religion, desecrate a temple
Evil-Aligned Professional Thief    Steal a simple, unattended object, visit a tavern    Share non-compromising information, teach someone thieving skills    Donate a few coins to charity, reveal secret plans, stab their co-conspirators in the back    Give up their most valuable magic items, reveal their greatest secrets, turn themselves in for their crimes
Bear    Grab fish from a stream    Calm down and not attack an unassuming target.    Ignore a humanoid sitting in its den.    Ignore the kidnapping of its cubs.
Orc Bandit    Mug a weak, unguarded target    Join a raid on a town, or the hunting of a monster.    Help run a farm, ignore a rich-looking target, fight a target where survival is uncertain.    Fight a target where survival is unlikely, join a raid against its own people.
Ancient Dragon    Eat an annoying humanoid    Eat an unassuming humanoid.    Give up a valuable item.    Give up its hoard.
Middle-Aged Farmer    Eat lunch    Give a kind stranger a meal and a hayloft to sleep in.    House and feed a squadron of questionable men, help a team of adventurers as a cook and porter on their quests.    House wanted criminals, allow the kidnapping of his family, take up arms and become a soldier.

Mind: Charm You may place charms on creatures. Charms require a standard action to use and have a range of Close. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Mind talent changes this. Each charm has three strengths; lesser, greater, and powerful. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost a spell point to use and powerful charms cost 2 points to use. You must possess the Powerful Charm talent before you may use any powerful charms.
When you gain the Mind sphere, you gain the following charm:

Mind: Charm Suggestion You may plant thoughts into a target’s mind.
Lesser Charm: You may plant a suggestion in a target’s mind, which they obey as if the thought had been their own (Will negates). 
The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 1 hour per caster level, whichever comes first. If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed.
Greater Charm: This is the same as the Suggestion lesser charm, but may be up to a basic request. Very simple requests cause the save to be made with a -2 penalty. The target cannot be asked to do anything it would not normally do.

Narcoleptic Casting Your magic has a pacifying effect that can lull you to sleep. At the end of any round in which you spend 1 or more spell points (or the equivalent for characters that qualify for a casting tradition but spend an alternate resource such as ki in place of spell points) you must succeed at a Fortitude saving throw with a DC of 10 + ½ your total levels in casting classes (minimum DC 11) or fall asleep standing up for 1 round. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature without dealing damage is a standard action (an application of the aid another action). Creatures immune to sleep cannot gain this drawback; if a creature later becomes immune to sleep after gaining this drawback, they may immediately retrain it for another drawback or lose it, recalculating their spell points as appropriate.
This counts as 2 drawbacks when determining the number of spell points gained.

Overcharge You may overcharge your magic, giving yourself great power at the cost of your own strength. Whenever you use a sphere ability, you may give yourself a +2 bonus to your caster level for that ability, but you become fatigued afterward. If you are already fatigued, you become exhausted. If you are exhausted, you collapse to the ground unconscious for 1d4 rounds. Creatures immune to fatigue cannot benefit from this boon.

Phrenic Pool (Su): A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic’s phrenic pool is equal to ½ her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.

Phrenic Techniques: The ascendant mind learns a large number of small, useful powers powered by her phrenic pool. Using any phrenic technique requires spending one point from her phrenic pool, and any saving throw against a phrenic technique is a Will save with a DC equal to 10 + ½ the ascendant mind’s class level + her phrenic ability modifier (Wisdom or Charisma, as determined by her discipline). All phrenic techniques are mind-affecting abilities, but have the ability to affect creatures normally immune to mind-affecting abilities. Those creatures gain a +4 to their saving throws against phrenic techniques instead. Mindless creatures are always immune to phrenic techniques.
At 1st level, the ascendant mind gains the following abilities:

Autohypnosis - As an immediate action, the ascendant mind may use a limited form of mind control on herself. She may reroll a concentration check she just made. She must keep the second result, even if it is lower than the first.
Psionic Blast - The ascendant mind may use a standard action to fire a blast of psychic energy. She may make a ranged touch attack against an enemy within 30 feet. If successful, the target takes 1d8 nonlethal damage per class level.
Thought Shield - The ascendant mind may use an immediate action to create a small telekinetic shield that blocks a single attack. She receives a +2 shield bonus against that attack. The decision to use this power is made after a successful attack roll is made, but before damage dice or saving throws are rolled. The shield bonus lasts until the beginning of their next turn.

Psychic Attunement: Reborn samsarans receive Psychic Virtuoso as a bonus feat at 1st level. Those who can’t use occult skill unlocks at 1st level instead gain the Psychic Sensitivity feat as a bonus feat.

Psychic Discipline (Ex or Sp): Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can’t be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + ½ the psychic’s level + the psychic’s Intelligence modifier.
At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given on Table 1–8. Spells learned from a discipline can’t be exchanged for different spells at higher levels.
The ascendant mind gains a psychic discipline, but does not gain bonus spells from her discipline. Discipline powers that trigger with the use of psychic spells are triggered by any sphere ability.

Psychic Discipline: Lore
By collecting expert information and reading all sorts of treatises and chapbooks on occult subjects, you learn proper techniques and rituals to empower your mental abilities. Your abilities become stronger through study and science, not instinct.
Phrenic Pool Ability: Wisdom
Discipline Powers: Your powers relate to your extensive knowledge and your ability to alter and adapt your memory.

Illuminating Answers (Su): You can glean deeper truths from advice you magically obtain, even if the information itself is specious. When you use a spell or spell-like ability that allows you to get answers to questions (such as augury, blood biography, or contact other plane) and get at least one answer, you regain 1 point in your phrenic pool. You regain this point even if the answer is false or vague. The maximum number of points you can regain in this way per day is equal to your Wisdom modifier.

Mnemonic Cache (Su): You can memorize a piece of information and later recall it perfectly. Your mnemonic cache can hold roughly 10 pages of written information, including images and maps, or 30 minutes’ worth of speech or music. (Memorizing music doesn’t confer the ability to perform it properly.) The amount you can store increases by 5 pages and 5 minutes at 2nd level, and at every psychic level thereafter. You can hold only one piece of information in your mnemonic cache at a time. The information doesn’t go away when you recall it, but when you put a new piece of information in the cache, the old piece becomes as imperfect any other memory. Memorizing magical writing (such as a scroll or a page from a spellbook) doesn’t confer the ability to borrow, duplicate, or retain any of the magic in the writing. You could reproduce the spell in writing to allow someone who prepares spells from a spellbook to prepare it, though this functions as using a borrowed spellbook for anyone other than you. If you’re in telepathic contact with another creature (through telepathic bond, for example), you can transfer the information directly into its mind as a free action. For this creature, the information functions like a normal memory, not one with perfect clarity.
You can attempt to sequester a written magical trap (such as explosive runes or sepia snake sigil) in your mnemonic cache and destroy it. Treat this as a Disable Device check to disarm a magical trap (as though you had the trapfinding class feature). Your bonus on this roll is equal to either your Disable Device modifier or the sum of 5 + your psychic level + your Wisdom modifier, whichever is higher. If you succeed, instead of being disabled, the trap is erased and destroyed. This ability can’t destroy symbol traps; it functions only if written text is involved.

Psychic Learning: When a reborn samsaran expends psychic energy to cast psychic reading to identify a humanoid’s class, he temporarily treats two of the target’s class skills as if they were class skills for him. He can use these skills untrained and gains a +2 insight bonus on such checks. These benefits last for 24 hours or until the reborn samsaran spends psychic energy to cast psychic reading again.

Reborn Magic: A reborn samsaran with a Charisma score of 11 or higher can cast the following spells (as per the psychic magic universal monster rule, using his Charisma modifier to determine the DCs): burst of insight (1 PE), detect psychic significance (0 PE), object reading (2 PE), and psychic reading (1 PE). The caster level is equal to the reborn samsaran’s level. The reborn samsaran has a reservoir of 5 PE per day.

Telekinesis Sphere You can lift and move objects through magic.

Telekinesis: Telekinesis As a standard action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.
The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below. This assumes the object is made from a dense material, such as stone. Objects made of lighter materials, mostly open space, or reduced to ½ weight with the lighten talent of the enhancement sphere count as being one size category smaller, while weightless objects count as being 2 size categories smaller for this purpose.

Table: Object Size
Caster Level    Object Size    Sample Object
1st    Diminutive    Dagger
3rd    Tiny    Candelabra
5th    Small    Heavy Shield
8th    Medium    Cage
11th    Large    Statue
15th    Huge    Wagon
20th    Gargantuan    Catapult
25th    Colossal    Ship

Your telekinesis is simple and cannot perform dexterous actions (tying a knot, opening a book, turning a key, etc.). Any object you control with telekinesis has a touch AC of 10 + your casting ability modifier + any size modifier, and a CMD of 10 + your caster level + your casting ability modifier + the object’s size modifier.
You gain the following special uses of telekinesis when you gain this sphere:

Telekinesis: Sustained Force You may, as a free action, spend a spell point to no longer need to concentrate to maintain lifting a particular object for up to 1 minute per caster level. You may give a sustained force simple orders (float in the air, go north, follow a target) that it obeys to the best of its ability. Changing a sustained force’s orders is a move action. You cannot sustain combat-related uses of telekinesis (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.).

Telekinesis: Hostile Lift You may spend a spell point to lift an unwilling creature with telekinesis. The target is allowed a Will save to negate this effect, plus an additional Will save each round the effect is maintained.
If a hostile lift is sustained with Sustained Force, it only lasts until the target succeeds at its save. A creature may suffer falling damage if they successfully save while floating high in the air.

Telekinesis: Bludgeon Once per turn when lifting an object with telekinesis, you can spend its remaining movement to strike a creature or object within its square. When you use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose). Since weapons are designed to deal damage, they do not suffer damage if used as a bludgeon.

Table: Object Damage
Object Size    Damage Dealt
Fine    1
Diminutive    1d2
Tiny    1d3
Small    1d4
Medium    1d6
Large    1d8
Huge    2d6
Gargantuan    3d6
Colossal    4d6

Telekinesis: Catch If using telekinesis on a projectile or thrown object within your size limit (often as a readied action), you may stop the attack from dealing damage. The originator of the attack (the creature who threw the projectile, etc.) is allowed a Will save to negate this ability. After catching an object, you may move it as normal for your telekinesis.

Warp Sphere You can twist space to your whim.

Warp: Teleport You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.

Warp: Bend Space Talents marked (space) grant you ways of bending and folding space. Bending space requires a standard action, and you must be touching the target or location to be affected.

Future Abilities
Magic Talents Amnesia**, Command*, Deflect, Distant Teleport, Divided Mind*, Divination Sphere*, Divine Future, Divine Knowledge*, Emergency Teleport, Expanded Charm*, Finesse**, Focused Might, Greater Communication*, Group Charm, Group Teleport, Inception, Increased Range (x2)**, Kinetic Field, Kinetic Sense, Powerful Charm*, Powerful Telekinesis*, Project Thoughts, Ranged Teleport, Ranged Charm, Read Mind, Read Omens*, Subtlety*, Teleport Object, True Teleport, Unseeing Teleport, Unwilling Teleport
Feats Dreamspace, Empath, Force Shield, Magic Trick, Meditation Master, Mind Over Matter, Otherworldly Mind, Psychic Combatant, Psychic Defender